Mephiles550

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Everything posted by Mephiles550

  1. Is there a UTC file for trask? Like P_Trask.utc? Cause I can't find something like it anywhere. Is his equipment strictly script based?

    1. ebmar

      ebmar

      Quote

      ...when he actually equips it...

      This! If only he equipped the sword one scene earlier...

    2. DarthParametric

      DarthParametric

      The script that fires on Entry0, k_pend_cut32, calls his OnUserDefined Case 400, so you could probably just edit k_pend_trask_d and move the sword creation/equipping elements from Case 500 to Case 400.

    3. ebmar

      ebmar

      Quote

      ...edit k_pend_trask_d and move the sword creation/equipping elements from Case 500 to Case 400.

      Could you explain the basic move on using DeNCS? I already have the JAR file but I'm lost afterwards.

      Many thanks for considering this. :cheers:

      Edit: As it seems there is no source file for k_pend_trask_d. So yeah, we should decompiled it right? 🤔

      Edit2: Ooops, apologize that I'm pushing my luck a bit too far on this status update. I think asking the aforementioned matter with a proper thread is the best manner possible.

    4. Show next comments  12 more
  2. That extra music is an awesome step, I think it just needs to have the ending a little more properly timed with the dialogue, it ends a little before he finishes talking. A minor detail that makes a big difference, I think. I know that this is off topic, but have you considered doing music scripts for other encounters too? That would be an amazing mod.
  3. Ah yes, it's working perfectly now. Initially I was getting some abnormalities in the animation, but I quickly figured out that was because that JC' Kotor 2 robes to Kotor 1 mod includes a bunch of new player animations via the S_female02 files so there were animation incompatabilities. After using the S_female02 mdl file provided by JC instead of the vanilla S_female02 and repeating the process, it works perfectly now. Thanks for all your help you two! Any "problems" I have now are strictly texture incompatabilities with other Mandalorian mods, which is a very easy fix I will do later and am already seeing success with.
  4. I'm using MDLops 1.0 now, with Kotor 2 selected and "Write ASCII" highlighted, I then selected my mod Mandalorian model. The read and write model option gave me the needed ASCII model file. I then highlighted Write Binary and checked the box for the "head model fix link to neck_g" option. Then I click replacer, choose my Supermodel as the binary option and the ASCII model as the newly made Mandalorian ASCII model. I then get taken to the list of meshes to replace. A few of them cannot be matched up and matching up all the ones that are even available still gets me the same "error - handler" error I always get. What step here am I doing wrong?
  5. MDLedit will not let me even let me load the mod Mandalorian model, something about it exceeding the buffer size. I'm kind of confused. 😕
  6. Thank you for your help! I will also give MDLedit a try as well, but why would the supermodel be S_Female02 for the Mandalorian model?
  7. I've actually used MDLops successfully several times in the past, but that was only for porting weapon models. I must've ported dozens of hilts, swords and blasters from Kotor 1 to TSL and vice-versa. However, that was several years ago and I only yesterday relearned many things about the program. With that being said, I am clearly doing something wrong because I am not getting any results. What I'm trying to do is port this awesome little guy from the Kotor 2 mod "Final Touch", released around 2006 iirc, to Kotor 1. The mod included several awesome models that went subtly under the modding community's radar, and I say subtly because these models are so awesome I'm surprised I don't see them used more often. Here's the model in question: I have used MDLops 0.5 and the newest versions available to see if it was just a build issue since most people say 0.5 is the only one that works usually for stuff like this. Eitherway, I got the same (lack of) results. Here are the steps I've followed to do this, let me know if I did something wrong. 1. Since I'm porting a TSL model to Kotor, I also need a Kotor 1 vanilla variant of the model via Kotor Tool, which I extracted both the MDL and MDX files for it. (N_Mandalorian in this case, was I supposed to use a TSL vanilla model?) I don't think I even need the MDX file but idk. 2. On MDLops, I have the Kotor 2 button selected, I choose the model from the Final Touch model, I read and write the model which gives me a new ascii MDL version of the model. 3. I then press the Kotor 1 button, click replacer, my binary model is the vanilla model I ported from Kotor 1, my ascii model being the one I just made on step 2. 4. I click read, it shows me a bunch of meshes I can choose to replace on the default model with the new one. I think this is where I'm doing something wrong, but I don't see how. There's no single N_Mandalorian mesh unfortunately, just divided into around 50 parts, from the thumbs and neck to the neck and shoulderpads. They really divided this one up, weapons were so much easier. Here's what that page looks like before I start matching up meshes. I always make sure the replacer target matched the original mesh name, so it all lines up perfectly. This part takes a few minutes... Now when I click "Do it!" I get the new K1-bin model files I needed, I renamed them to get the new gunk out of their names (now it's just N_Mandalorian again) and put it in my override folder. No change present at all. Could someone tell me what I did something wrong?
  8. This will be a definite addition to my override folder for sure! I love everything you've done with him so far, from the head and armor reskin to that bone-chilling voice of his. Your'e definitely proving yourself as both a talented and creative modder. I'm curious exactly how you got the implant to work. I know that their are in-game textures for the implants (not the icons), but equipping an implant has no visible effect on the wearer beyond stat changes. The texture seems to be animated, so I'm curious exactly how you got this to work. Also, where did you get that blue Mandalorian armor reskin (had to ask, sorry)?
  9. Is your PC really the strongest ever at the end of Kotor 1/2?

    Best Weapons, armor and shields and overall gear in the game, plenty of means to heal.

    What does the final boss have?
    Their  dirty clothes and a basic lightsaber. Don't really heal that much, easily preventable with Malak.

    Really, when you think about it, these guys are probably way better then you by the end.

  10. Could someone, anyone, get their hands on that grumpy dad skin for Sion by Drewton? I always wanted that version of Sion but it was never released.
  11. This is a really cool mod, you've definitely covered many of the issues people had with previous versions of the planet. With that said, I've had a somewhat buggy experience with the M4-78 Chamber. One more potentially game breaking bug is that if you talk to Kaah about giving him a power core than decide to leave the conversation after presented the option that allows you to take his core, you won't get a second chance to get it from him. The new ending is really cool too and the dialogue splicing is much better. I don't think it was necessary for M4-78's ending to bring up those lines from Visas and Kreia about I'm really questioning how some of the modules were split as portions of the industrial zone often felt unnecessarily small and the FPS wasn't really improved in the same parts from last time. Those are my only critiques, the team definitely improved everything else and now M4-78 is a solid 9.5/10 in my book. Several of these bugs may also be exclusive only to me since I installed this newer version with M4-78 1.3 already installed. I had to make some tweaks to make everything compatible myself and I'm pretty sure all I'm getting now from the mod is the same experience I would've had in a clean runthrough of the mod.
  12. Is it possible to somehow keep the stealth field effect and force vision effect with Frame Buffer Effects disabled? Using my handy dandy override folder perhaps? 

  13. To anyone having the floor bug, remove the file HAR_Fl01from your override folder. There are other files in the mod causing all of the really shiny reflections, but that's the main one for the floor. Looks a lot better without it. I'm starting to really dislike the Steam version of this game now.
  14. Who knows, maybe Nihilus and Sion were a little more close during their college days. I consider Nihilus pretty damn broken of a man myself considering he actually has less body than Nihilus does technically underneath those robes. I'm not sure which person of the two has it worse when you think about it.
  15. Question is, who here is the one talking?
  16. Could someone port the full Ubese Assassin model from TSL to Kotor 1?

  17. I tried to replace the Great Storm Beast on Malachor with a Rancor in Kotor Tool and it crashed a second after it showed the rancor loaded. Do you think the problem was something wrong with the animations or the model being too big and stuck in the map? Or was it something else? I'm stuck. 😕

    1. N-DReW25

      N-DReW25

      Maybe the big Rancor lacks animations and it crashes the game due to either a missing model or missing model data, did you manage to see the Ranor before the game crashed and did it do anything (Walk, Run, Attack etc)?

    2. Mephiles550

      Mephiles550

      I saw the rancor at the size I expected and it had regular idle animations. It stood where the big storm beast spawns. But it wouldnt move forward at all so the game crashed after like 2 or 3 seconds looking at it 

    3. Mephiles550

      Mephiles550

      Actually, I just tried it again and this time it worked! I didn't do anything different either. The fight is actually a lot more intimidating now!

      The only bug I occasionally get when trying this fight is that sometimes, after I kill it, I randomly die. That makes no sense to me.

  18. You're my favorite texture artist/designer for the Kotor games. These all look so stunning! You really should consider overhauling Nar Shaddaa. We have so many good texture mods for the other locations already (minus M4-78) and while Nar Shaddaa does have some texture mods, in my opinion, they're all awful. I've been wanting your take on Nar Shaddaa ever since I first saw some of your animated textures.
  19. I'm sorry, ya this is just a vanilla bug and I looked up to how to fix it. It was just coincidence it used the Star Forge dialogue.
  20. Something really strange happened to me in game, I was at Manaan finding my 3rd Star Map and I went to the Swoop Race circuit there and talking to the guy who sets it up, I get a message about how I released one of the Jedi prisoners from the Star Forge. Then I get an error Node passage. Trying to talk again just results in him asking if I'd like to race again, then cuts to the error node message right after it.
  21. The assets are all really cool looking and the mappers and modelers certainly know their stuff, but is this going to be an actual game? lol no. Maybe if the team continues at this pace for the next 20 years we will have a complete game, but determination of projects like this tend to die off eventually once they realize the full scale of how unreachable their ambitions are.